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Critical Failure

You might well have seen Jesse Dean’s fantastic article on boardgame reviews and A Few Acres of Snow the other week - it deservedly generated a lot of discussion on the forums. Jesse’s work on this inspired me to have another think about reviewing generally which resulted in a piece on NoHighScores last week about the function of criticism in gaming. That was, deliberately, a generalist piece about game reviewing, its purpose and a comparison to professional criticism in other areas. But I am primarily a board gamer and not a video gamer and whilst I felt that was an important piece to write in terms of theory, I wanted to write a much more definitive one when it came to board gaming.

In that previous piece I lumped board and video game reviews together for the sake of convenience and rather glossed over the differences between them, putting it down entirely to the lack of a professional press on the subject. But this is disingenuous: while video game journalism could benefit from some focus and self-examination it is on the whole in a much better state that board game journalism. I don’t want to possibly preempt Jesse in regards to what he’s going to write with his own survey results but what he told me he found was very scary. And if confirmed what I’d observed myself: that what the board game community seems to be celebrating in terms of reviews are verbatim rules re-writes with a lot of pictures and little or no opinion or analysis, at least if the thumb count on boardgamegeek.com is anything to go by. This is deeply alarming: it’s one thing to suggest that the people who write about board games aren’t stepping up to the plate in terms of quality or pushing the envelope but far more terrifying to contemplate that their audience of supposedly well educated, intelligent gamers is lapping up poor quality material and falling for the most basic traps of mistaking presentation for depth.

I don’t doubt that the source of this blindness is the entrenched amateurism of the game reviewing community, but where that comes from is quite another question. Partly I suspect it’s an issue of perverse pride: the board gaming hobby has never really had a professional press and yet it’s thrived nonetheless, so why not celebrate the amateurism that got us there? This I can relate to - it is after all a similar feeling to the one that lead us to adopt the label “Ameritrash” as an ironic celebration of what others were criticising. I also suspect that the boardgamegeek-as-hobby phenomenon must bear some blame. Such is the devotion that a lot of gamers have to that website and the amateur (as in non-paid) content it carries, that a criticism of material on the basis of it being amateur is seen as a criticism of the parent site and rejected.

But the more I think about it, the more I think the bulk of the problem is simply the peculiar nature of board games and the people that play them. I’ve observed in the past that board games are pretty much unique in the vast annals of Things That Get Reviewed. Normally, a requirement of criticism is that the item in question should have a significant element of subjective appreciation, of user/viewer opinion in other words. Otherwise, what’s the point of having a critic review it for you? If its merits are obvious and objective, you can decide for yourself what to make of it. But a lot of board games do not fall neatly into this category. The mechanics of most board games have clearly defined mathematical roots, and in very many cases - especially true of the modern design paradigm - these can be perceived quite clearly through the obfuscation of theme that the designer has laid on the top. Understanding, appreciating and manipulating these is the basis of a lot of game strategy. This element of game design is quite clearly not subjective: if it’s mathematical one can make clear and unambiguous judgements on whether it has succeeded or failed. And yet a game which is nothing but mathematical analysis would be, to a gamer of almost any taste, a poor game. The added value in games comes from elsewhere, often from interacting from your fellow players but also from drama, tension, theme, narrative, even artwork and production. These obviously are subjective elements when it comes to criticism. In other game genres such as video and role-playing, although the games contain mathematical elements, the pleasure of the experience is entirely independent of understanding them so the critic can concentrate on the subjective. So while properly balancing the objective and subjective is a key goal of all form of criticism, nowhere is it so vital as in board gaming, where the success of the product itself is equally dependent on maintaining that same difficult, challenging balance.

And stepping up to address this unique blend of art, maths and entertainment we have the board gaming community. Who are mostly geeks. And geeks, of course, tend to have strong backgrounds in maths and science where they’re taught that the only proper way to analyse something is to do it objectively, to collect evidence and use that to support and argument in favour of their thesis. This is not meant as an insult: I am a geek, and an ex-scientist, and the expositional style of my writing has all the hallmarks of having been taught and re-taught that particular manner of analysing something. Indeed as a method of constructing an argument for an opinion or editorial piece it has an awful lot of merit. But when it comes to the gentler arts of criticism it leads us up a blind alley, a particularly pernicious blind alley where we start with the only certifiably objective parts of a game - its rules - and build up from there, often failing to get further than making a very basic connection between mechanics and quality. As a reviewer, I’ve been struggling to get out of this trap for years and only recently have I felt like I’ve been starting to succeed.

And having to tackle this unique balance of objective and subjective analysis is simply the first unusual hurdle that we, as board game reviewers, face. Another, which Jesse touched on in his piece, is time. A film critic has perhaps to sink a maximum of six or eight hours into experiencing the product he’s going to review before he understands it enough to start writing. A video games journalist or literary critic might expect to spend 20 hours to do the same thing. All three critics can get in the required hours alone, at a time and place that suits their schedule. Pity, then, the poor board game reviewer who not only has to find anything up to and above that same 20 hours to get to grips with his subject matter, but who in most cases has to find one, two, five other people to experience it with whose schedule fits his own. What hope has an amateur reviewer to find the time to do this properly outside of work and family time? Add to this the speed with which publishers seem to be able to churn out board games nowadays, which is quite ridiculously short compared to the development time in man-hours of a AAA video game or blockbuster film, and you’ve got an overload of product and not enough opportunities to properly get to grips with it. No wonder reviewers miss deeply buried gameplay problems such as those with A Few Acres of Snow, and no wonder they so rarely find the time to revisit and re-analyse old classics where issues have been uncovered and explored by die-hard players.

A further issue is that we’re all game whores, and we have a tendency to love games in spite of their flaws. Or, to be more accurate, that it’s actually relatively easy to design a moderately entertaining board game compared to an immersive video game or thrilling novel. The “relatively” bit is important here: I’m not decrying the skill of game designers, especially not since I’ve never really tried to design a game myself, just saying that it’s a shorter slope than it is for other media. Anyway the upshot is that the majority of games that make it on to market are pretty fun to play, even if they perhaps lack originality or longevity. And because we’re game whores we tend to give titles that conform to this average the benefit of the doubt and say that they’re basically good and worthwhile when what we should be doing is revising the scale to say that average is just that, average and not good just because it’s fun for a couple of sessions.

The final barrier is the extraordinarily wide polarisation of taste in the board gaming community. In other areas of criticism there is general agreement over what is genuinely great, and what is not. If you picked a critic’s list of her top ten video games for your platform of choice, for example, the chances are you’d probably enjoy the majority of them whatever your particular taste in games. Likewise if you sat through some recommendations of a film or literary critic. But in board gaming one man’s meat is genuinely another's poison. The standard geek lack of empathy exacerbates this problem, a seeming inability to see that what constitutes “fun” in a board game varies very widely depending on the player and the resultant preaching that playing one type of game or another is somehow wrong, and that this point can somehow be proved beyond doubt with a of scientific analysis of the mechanics.

So basically what I’m trying to say is that the reviewing of board games presents a quite unique set of challenges, which the fan base from which reviewers are drawn is quite uniquely ill-suited to meeting. That’s a difficult conundrum, from which it’s difficult to see any other meaningful escape route other than the establishment of a professional press. But there’s always the hope that simply highlighting the issues and promoting discussion of them will be enough to move things forward inch by inch into a better place. The first step is to understand that in celebrating amateurism, there’s an enormous gulf between being an amateur and writing like one, and it’s about time that more writers stepped up and at least tried to cross that chasm.

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Comments (44)
  • avatarldsdbomber

    I think the key point missing here about the poor reviews is you're talking about hundreds of thumbs at best. These users represent a tiny fraction of all gamers, and sure, this is probably driving the sheep crowd who are new to the hobby and are being shepherded into the cult of the buying 100 games a year, but I think the kinds of gamers you allude to, the intelligent, discerning and expert ones, are they not ignoring that and just reading the rules themselves and deciding? or trying out, or checking in with their friends?

    So, really, its a microcosm of BGG itself, the rankings etc. it is what it is. The vast majority of reviews are there to serve the mass of people who enjoy reading about new games for its own sake, or have been sucked into thinking they need 100 games that all do the same thing, or are new enough to not know what they want, its like pandoras box has been opened and they cant get enough

    Its unfortunately a vicious circle in that by the time people get to a point when they have something interesting to say, its either lost in the vast swathes of info there, or they're unwilling, understandably to put in the effort to share this, knowing that its probably not going to be worth it to them

    It's an interesting question what its all for, but i suspect BGG is very much the mass market / LCD arm within this niche, the same way music and TV is changing to drive endless purchasing cycles of the same derivative and uninspiring drivel that appeals to the mass market. Its just a microcosm of whats happening with culture at large isnt it?

    I suppose one question is, why are there not more people trying to produce higher quality information, and from what I gather many old timers feel that used to happen more but just doesn't any more, are those people just too tired and fed up to fight against the tide, or have they moved onto other places, or do they see no real need to provide that kind of analysis since the people likely to understand it most, have probably worked it out themselves

    good article matt anyway, nice work.

  • avatarBullwinkle

    I bet that there's no other entertainment form with as high a ratio of reviewers to consumers as boardgames.

  • avatarSuperflyTNT

    Matt, where are all these reviews that you're finding on BGG that lack "have a significant element of subjective appreciation, of user/viewer opinion in other words?"

    All I find are opinions out there. It's a rarity to see an article that simply says "Hi, I'm Eric. This is how you play. This is what's in the box. Thanks for reading."

    Most are quite subjective. The writer may or may not go into great detail about the rules, but they almost always have some sort of pros/cons section and a blurb about how they felt about it.

    I guess I don't read enough of them.

  • avatarChapel  - re:
    ldsdbomber wrote:


    I suppose one question is, why are there not more people trying to produce higher quality information, and from what I gather many old timers feel that used to happen more but just doesn't any more, are those people just too tired and fed up to fight against the tide, or have they moved onto other places, or do they see no real need to provide that kind of analysis since the people likely to understand it most, have probably worked it out themselves

    I've seen a lot of prolific reviewers, writers over the years that came and went. And when I mean go, they came into the hobby at full speed and burnt out in a few years. Which is one of the reasons why I decided to never acadamia-ize my hobby. I have enough of that in my career. I don't write reviews, session reports, strategy guides, etc. much. I may have a half a dozen or so online in the last 15 years. AND I am still here as strong as ever in the hobby. It's gaming, not rocket science. It's a fun and social activity.

    But Critical Thinking? In gaming? Not for me.

    Yes, BGG, Spielfrieks, RGB all had more of this type of retrospective pieces in the past, mostly because the people who tended to gravitate to the hobby at the time when there just wasn't a lot of popularity to it were, well the kind that enjoyed analytical thinking. I remember taking a poll in the early days of BGG about careers, and a great majority of the people present were people in IT, Computing, and other high tech engineering areas.

    Today, BGG is full of all types, but more they are the kind that enjoy the lighter fare. The more social gamer. Sure they still have their share of "those" types, but they no longer garner the level of respect and attitudes they had 10 years ago...When no one really listens to you anymore, you tend to fade away.

  • avatarShellhead

    The pros & cons tend to be a brief list at the end of those bullshit BGG reviews, while more than 90% of the content is limited to an examination of the contents and a description of the rules. It's like calling an IMDB movie summary page a review, when it's just a list of credits and a plot summary.

  • avatarubarose

    I think that for this conversation to be meaningful, we have to differentiate between consumers' reviews and academic criticism and all that lies between the two.

    Consumers' reviews exploded with the internet. We see them everywhere. Sites that include consumers' reviews recognize that the people that write them, aren't necessarily good writers. To deal with this, they try to impose a framework on the reviews, typically through their interface. For example they will have specific sections for the consumers to fill out, such as a hotel review site will have a section on cleanliness, price, comfort, and customer service. The objective is to transform qualitative information into quantitative data, so that side-by-side comparisons can be made between like products - this hotel only has 3 stars in customer service, but its price is lower than the hotel that has a 5 star rating in customer service. BGG's interface was never this sophisticated. They also wanted to accommodate both consumers' reviews and reviews by more professional, established reviewers. Therefore, they never imposed a format on consumers' reviews through their interface. However, they did have instructions regarding format and expectations for consumers' reviews. It's probably still there somewhere on BGG. Therefore, BGG established a specific style of consumers' reviews of board games which has become ubiquitous. I see it on board gamer’s blogs. I get submissions in this format. This format, while adequate for consumer products, is not conducive to in-depth analysis and criticism. However, since many readers see board games as consumer products, and they have bee trained by the internet to use these types of consumers' reviews to make buying decisions, it is exactly what they want.

    On the other far end of the spectrum, we have people like Michael Barnes and Lew Pulsipher beginning to lay the foundations of academic criticism, and facing a good deal of resistance as result. People are like, "What is this executive-theme, classical-adapter bullshit. I don't want your fancy words or personal opinions. I just want 'objective' information about the thickness of the cards and if it plays 6 people." Eventually, however, these forays into establishing language for academic criticism will eventually establish criteria and standards which will allow critics to provide 'objective' analysis based on those standards. Maybe someday we will be reading reviews that say something like "This game succeeds as an X, Y game, but fails at Z." And hopefully by then, most readers will be able to distinguish between when they are reading a consumers' review, when they are reading a professional review and when they are reading game criticism.

  • avatarSuperflyTNT

    I don't see a whole lot of resistance to the last paragraph. I'd love to see more of it. I think a lot of folks would. But not for 99% of games.

    The problem, of course, is motivation. There's simply no call for it in the marketplace for the reason you so succinctly put: the masses have been trained by Amazon.Com to treat a 40 word blurb and some stars to be enough. Only the truly interested want to see true criticism from an academic standpoint. And nobody is paid (except a very few) to do it, so who is to do it knowing 1% of anyone will read and appreciate it?

    And really, the vast, overwhelming majority of people don't want it anyhow, for the purpose they see reviews serving. The want to know, at the bottom of the glass, was the beer tasty or not. Was it Bud Light, Guinness, a Microbrew from Pasadena that will knock your socks off or something that caused 3 days of acute diarrhea.

    Sadder still is that only VERY few games merit the kind of criticism that you're talking about, and would be engaging enough reading to have it be paid attention to.

    It's very tough, indeed, because the sheeple want their field full of green, tasty grass and when you start saying things that go against their optimism and deep need for newshinyprecious, you will invariably running uphill in an avalanche of hatemail.

  • avatariguanaDitty
    Quote:
    The added value in games comes from elsewhere, often from interacting from your fellow players but also from drama, tension, theme, narrative, even artwork and production.

    I think it would be interesting to read a critique of a number of games that all fit in the same milieu (negotiation games, DOAM games, whatever) and try and narrow down differences based on precise pieces of the gameplay, specific rules or mechanisms or components.

    For example, compare I'm the Boss, Chinatown, Traders of Genoa, maybe Acquire and others. These are all sort of business negotiation games (I think, I don't know much about Traders). How do they differ in drama and narrative based on what they individually bring to the table? What can that tell us about how we interact with others? etc.

  • avatarMattDP

    I think there is resistance to the idea of proper game criticism. Just look at the type of review that tends to gather approval and stimulate conversation on most other gaming websites: lots of rules description, lots of components description, lots of photos, a paragraph of opinion, zero analysis. Meatier, more meaningful material is never as well received.

    Why? Well Shellie makes some excellent points and is entirely right about them being totally relevant to this conversation. But I still think the rigorously objective mindset of a lot of board gamers is a very important aspect. You see better material in RPG reviews which are, if anything, an even more recent innovation, so why are they ahead of board game reviews in terms of maturity?

    Also I think there's a third way in between consumer reviews and academia. I don't know what you'd call it, but it's the sort of writing you see in book and film reviews in quality newspapers. It informs the consumer, but also gives them a great deal to chew over. However it's possible that this style relies on a basic knowledge of academic criticism amongst the target audience, and those fundamentals have yet to be established when it comes to gaming.

  • avatarmjl1783
    Quote:
    A video games journalist or literary critic might expect to spend 20 hours to do the same thing. All three critics can get in the required hours alone, at a time and place that suits their schedule. Pity, then, the poor board game reviewer who not only has to find anything up to and above that same 20 hours to get to grips with his subject matter, but who in most cases has to find one, two, five other people to experience it with whose schedule fits his own. What hope has an amateur reviewer to find the time to do this properly outside of work and family time?

    Meh, you don't really need to spend 20 hours with a game to be able to review it competently. In many, maybe even most cases, you don't even need to play a game more than once before you can analyze its merit adequately.

    How often does your opinion of a game really change significantly with repeated play? Sure, some games that you'd initially been lukewarm on may grow on you, and others may lose some of their shine the more they hit the table. Generally speaking, though, do you find yourself thinking "I was dead wrong about this game at first" very often?

    I don't. That's not to say you don't miss certain aspects of the game the first time through; you may get a rule wrong, you may not get a good feel for the balance, you may have too many/few players to see the game at its best, etc., but these are things you should be considering as soon as you start analyzing the game in your head. And anyway, things like this are somewhat beside the point in a review.

    Quote:
    ...you’ve got an overload of product and not enough opportunities to properly get to grips with it. No wonder reviewers miss deeply buried gameplay problems such as those with A Few Acres of Snow, and no wonder they so rarely find the time to revisit and re-analyse old classics where issues have been uncovered and explored by die-hard players.

    As a reviewer, it isn't your job to uncover those deeply hidden gameplay problems. That would have been useful back in the pre-internet days, but lower-level functional flaws in games are mostly irrelevant now if they're small enough. A lot of serious gameplay issues can be fixed with errata, expansions, and patches. So, even if you spend all the time you need to uncover every niggling little flaw and include them in your review, that criticism might be utterly irrelevant before anyone even reads it.

    If there's one area of criticism where the amateur, peanut gallery forum has its place, it's in this area. Let the die-hards pick the game apart and find the busted gears; they'll make the right noises and the publisher can come up with the fix (this won't always lead to an ideal outcome, but more often than not, we'll get an acceptable one). As a critic, your job should be to say, broadly speaking, whether or not this particular combination of rules, processes, and ancillary presentation makes for a compelling experience. If you clearly lay out your criteria for what is or isn't compelling, and you make a reasonable (if debatable) case for why the game does or doesn't meet it, you're doing it right.

    A precis of the rules and an overview of what's in the box is perfectly adequate if all I want to know is whether or not I will probably like a game. For the most part, I know what I like in my games. If, for example, I'm reading the rules for a tactical man-to-man combat game and I read on the second page that facing doesn't matter, I immediately expect to see some really good rules for cover or range modifiers on page three, or some really damn cool way of handling simultaneity on page four. Otherwise, I know this is not going to be the game for me.

    The way I see it, if I was a critic analyzing that particular game, my job is more to justify the fact that I expect that type of game to do the things I mentioned above than it is to gauge how well the game as written works with pinpoint accuracy.

  • avatardragonstout  - re:
    ldsdbomber wrote:
    I suppose one question is, why are there not more people trying to produce higher quality information, and from what I gather many old timers feel that used to happen more but just doesn't any more, are those people just too tired and fed up to fight against the tide, or have they moved onto other places, or do they see no real need to provide that kind of analysis since the people likely to understand it most, have probably worked it out themselves

    Where is the money in it?

    I think that's the answer.

    RE: MJL asking what you gain from playing a game multiple times: an indication of replayability. We had a lot of fun with Prophecy the first couple games we played. But after a few games, you've seen everything in the deck, and the fun drops off. In that case it was easy to see that was going to happen ahead of time because it was something as simple as a small adventure card deck, but in most cases it's not as easy to see. Or Space Alert: that looks, to me initially, like a really fun game that would hit a point where the novelty/difficulty would wear off pretty quickly, but for us it hasn't, which I wouldn't have expected without doing the actual replaying.

  • avatarDair

    mjl, I absolutely disagree with your one game is enough scenario. Perhaps that has worked for you, but I try to never make a final judgment based on first plays. Maybe it is because I don't analyze a game deeply before playing. I prefer to play and see. I don't want to go in with expectations too strong in either direction, because I have found in the past that I have been drastically wrong. I loved Puerto Rico my first game (even my first ten probably), but it definitely faded after that. I was very negative on Eclipse after my first play, but plays two and three have been top drawer. I am glad I didn't just decide that the game was not for me. Titan is perhaps my favorite game of all time (I've never been able to pick just one), but it is a game that needs multiple plays to enjoy. Too often the first game is just a feeling out of the rules and it is nearly impossible to begin building a long-term strategy that is necessary for success. I could go on and on with examples, but I think that one play may be enough to inform you, but I think you are in the minority.

  • avatarEgg Shen

    When you see what is out there for boardgame reviews the majority usually fall into a few categories:

    1) Very tedious rulebook re-pastes, where the author goes over most of the rules offering very little opinion or critique

    2) First impressions which try to get thumbs by offering attention grabbing opinions ("the game is broken" or "could be game of the year")

    3) Reviews with lots of pictures and very little opinion

    4) a combination of all 3

    My problem with rulebook re-pastes is that they offer almost nothing in terms helpfulness. Most games publish the rules prior to release and you can easily find them online. If I wanted to read the rules I would simply hop over to a website and do so.

    The "first impression crowd" seems to be the type that bangs out tons of reviews. The problem with their reviews is that they might not have taken the time to properly learn the game before puking out a review. They know that more thumbs await them by being the first person to post a review of a new game. This is very hurtful to the hobby over at TOS. If a game gets a couple of negative "first impression" reviews the herd mentality starts to kick in and some games will never recover.

    The components breakdown and pretty picture reviews sometimes have good information along with excellent photos of the game. I find these can be hit or miss, but in terms of getting the thumbs, most users will thumb for the excellent pictures (especially if its a new game)

    The only way to mine useful information out of all these different review types is to read them all and know what to look for. This can be tedious and something that I no longer care to do.

    Another very strange thing in the world of boardgame reviews is that reviewers have certain biased. A Eurogame lover will probably not be very kind to a nice meaty Ameritrash game. So in order to figure out if a person's reviews will be helpful you need to see their ratings of games on TOS or read their other reviews to get a feel for what they like. You basically have to put this extra work in because it could render the entire review useless if the person has the exact opposite taste in boardgames as you.

    When I got into this hobby 5-6 years ago I ended up buying a lot of shitty games because of reviews I read on TOS. It was only when I learned what my personal likes in the hobby were that I knew where to look for solid information. There are some great reviewers out there. You have to know where to look and what you're personally looking for.

  • avatarubarose  - re:
    MattDP wrote:
    Also I think there's a third way in between consumer reviews and academia. I don't know what you'd call it, but it's the sort of writing you see in book and film reviews in quality newspapers. It informs the consumer, but also gives them a great deal to chew over. However it's possible that this style relies on a basic knowledge of academic criticism amongst the target audience, and those fundamentals have yet to be established when it comes to gaming.

    I think that you misssed the "and all that lies in between" in my first sentence. I agree that I believe the fundamentals will be established in academia and then filter down into the media. Now that there are more and more academic programs in game design and graphic design for games, professors need language and standards just to communicate with their students and evaluate their student's work. The students will learn that language and those standards and use them them amoung themselves in the professional world, and eventually writers will use them as well.

    When I was in college, all the game design courses, and they were very few, were offered through the computer science and math depatments. We used the language and standards of programming and math to discuss and evaluate student work. We may as well have been designing payroll systems. We had no language to discuss the players' experience. There has been significant change since then.

  • avatarShellhead

    The biggest problem with the standard vapid rules/components reviews at BGG is that you can write them without ever playing the game.

  • avatarSuperflyTNT  - re:
    Dair wrote:
    mjl, I absolutely disagree with your one game is enough scenario. Perhaps that has worked for you, but I try to never make a final judgment based on first plays. Maybe it is because I don't analyze a game deeply before playing. I prefer to play and see. I don't want to go in with expectations too strong in either direction, because I have found in the past that I have been drastically wrong. I loved Puerto Rico my first game (even my first ten probably), but it definitely faded after that. I was very negative on Eclipse after my first play, but plays two and three have been top drawer. I am glad I didn't just decide that the game was not for me. Titan is perhaps my favorite game of all time (I've never been able to pick just one), but it is a game that needs multiple plays to enjoy. Too often the first game is just a feeling out of the rules and it is nearly impossible to begin building a long-term strategy that is necessary for success. I could go on and on with examples, but I think that one play may be enough to inform you, but I think you are in the minority.

    This is why I do things like I do them: 3 games minimum with different players, then aggregate and average their scores. It takes more than one game, and the average of a group is going to be better than just one guy, one play.

  • avatarSpace Ghost  - re:
    ubarose wrote:

    On the other far end of the spectrum, we have people like Michael Barnes and Lew Pulsipher beginning to lay the foundations of academic criticism, and facing a good deal of resistance as result. People are like, "What is this executive-theme, classical-adapter bullshit. I don't want your fancy words or personal opinions. I just want 'objective' information about the thickness of the cards and if it plays 6 people." Eventually, however, these forays into establishing language for academic criticism will eventually establish criteria and standards which will allow critics to provide 'objective' analysis based on those standards. Maybe someday we will be reading reviews that say something like "This game succeeds as an X, Y game, but fails at Z." And hopefully by then, most readers will be able to distinguish between when they are reading a consumers' review, when they are reading a professional review and when they are reading game criticism.

    I think that some of the resistance is also from the authors (Barnes and Pulsipher, in your example, other as well -- no slight on them, I think their behavior is natural). Writing in an academic manner is difficult. Above all else, it requires the author to be open to pointed criticism and to reformulate their ideas -- making them sharper and more focused. This is demanded by the "peer review" process in most standard academic fields that publish their articles in journals. A little less so if all you want to do is publish a book. The internet forum is a poor place for this growth to take place as it is easy for the author to either: (a) ignore the criticism, or (b) never come back to make the idea better.

  • avatarVonTush

    Personally, I think reviews for the most part are malarkey. Give me a video rules and component overview and how they function together any day of the week above an "academic piece". Most reviews that I read amount to a long winded "I liked it", "I thought it was alright" or "I hated it". Just tell me that and let's move on.

  • avatarubarose

    @Space Ghost
    Yes, I agree that the hard work will be done within academia.

    @VonTush
    Academic is often equated with being over long, difficult to read, and not relevant to the interests of the aveage person. However, as Space Ghost points out, peer review requires academic writers to refine and reformulate their ideas making them sharper and more focused. These sharp and focused ideas eventually filter through the academic community and eventually make their way into the mainstream, allowing those writing for the general public to communicate more precisely and concisely. For example a movie review can simply say that the hero was underdeveloped and the villian's motives were unclear. They don't have to invent words for character development and motivation, and then explain those concepts to their reader.

    ETA: Totaly forgot my point, which is, that once terms and standards are established, the word 'broken' might actually have an established meaning and accepted criteria by which AFAoS could be objectively measured.

  • avatarShellhead

    VonTush, I rate your comment a weak seven.

  • avatarSuperflyTNT

    Funny, I thought it was alright...

  • avatarNotahandle

    MattDP  wrote:
    "I don’t want to possibly preempt Jesse in regards to what he’s going to write with his own survey results"
    I hope it'll be an article on F:AT. Failing that, that there'll be one referring to it.

    "far more terrifying to contemplate that their audience of supposedly well educated, intelligent gamers is lapping up poor quality material and falling for the most basic traps of mistaking presentation for depth.
    I don’t doubt that the source of this blindness is the entrenched amateurism of the game reviewing community, but where that comes from is quite another question."
    I don't believe it is a mistake, the TOS community is VERY strongly against criticism. And that's the cause of the amateurism: why do anything more than a rules explanation with pictures when the bar is set so very low?

    "A film critic has perhaps to sink a maximum of six or eight hours into experiencing the product he’s going to review before he understands it enough to start writing"
    Six to eight hours experiencing? Hardly, go to the screening, go home and write. A reviewer typically only sees the film once.

    "Add to this the speed with which publishers seem to be able to churn out board games nowadays, which is quite ridiculously short"
    Thanks to the Cult of the New mentality it's a lot shorter than it used to be.

    SuperflyTNT wrote:
    "The writer may or may not go into great detail about the rules, but they almost always have some sort of pros/cons section and a blurb about how they felt about it."
    When all the subjectivity is confined to a brief pros/cons section it hardly qualifies as a review. Or to put it another way" what Shellhead said.

    ubarose wrote:
    "Consumers' reviews exploded with the internet. We see them everywhere. Sites that include consumers' reviews recognize that the people that write them, aren't necessarily good writers. To deal with this, they try to impose a framework on the reviews, typically through their interface. For example they will have specific sections for the consumers to fill out, such as a hotel review site will have a section on cleanliness, price, comfort, and customer service."
    Again, not reviews. Merely feedback. But by calling these things reviews it lowers peoples expectations of what a real revieew should be like.

    MattDP wrote:
    "You see better material in RPG reviews which are, if anything, an even more recent innovation, so why are they ahead of board game reviews in terms of maturity?"
    Roleplaying involves social interaction, literary, and design skills, so players are less OCD and more mature?

    "Also I think there's a third way in between consumer reviews and academia. I don't know what you'd call it, but it's the sort of writing you see in book and film reviews in quality newspapers."
    Er, I'd call it professional reviews... ;)

  • avatarmjl1783
    Quote:
    MJL asking what you gain from playing a game multiple times: an indication of replayability. We had a lot of fun with Prophecy the first couple games we played. But after a few games, you've seen everything in the deck, and the fun drops off. In that case it was easy to see that was going to happen ahead of time because it was something as simple as a small adventure card deck, but in most cases it's not as easy to see.

    First of all, we're dealing with a very expansion-happy publishing field, and games that are built to stand on their own long-term without a continuous stream of expansions are the exception, not the rule. So, when you tell me a game has limited replayability, you're effectively telling me jack shit that's informative.

    Second, most board games are really not that deep. You don't need to play a game like Dominion four or five times to know what it has to offer in terms of gameplay. The first time I played it, I had no idea what I was doing and I got my ass handed to me. Not very enjoyable, but not just because I got smoked. I didn't really care for it because there's very little reason to pay attention to what anyone else is doing on their turn unless you want to get all Rain Man math-y with it and try to passive-aggressively buy out certain cards you know the other guys are going to want, the subject matter is dull, and the connection between the gameplay and the theme of building a kingdom is a very thin little thread. I got that it was a neat mechanical framework, and seeing a good card combo work out for you was kind of fun and satisfying, but that's simply not as fun or exciting as what umpteen million other simple 1-hour games have to offer.

    10 plays later, I know what I'm doing and I'm able to enjoy the experience a bit more, I've seen how different action card mixes change up the strategies and play styles, and I still don't really like it, and still for the same reasons I didn't like it in the first place, and those are pretty much the same damn reasons everyone else who doesn't like it has. I could review it after the first play or the tenth, and it'd be the same damn review in every way that counts.

    Quote:
    mjl, I absolutely disagree with your one game is enough scenario. Perhaps that has worked for you, but I try to never make a final judgment based on first plays. Maybe it is because I don't analyze a game deeply before playing. I prefer to play and see.

    I don't make a final judgement after one play. I do tend to suss out what I do and don't like about it after the first play or two, and that does tend to stick regardless of which side of the fence I ultimately end up on. I really liked Starcraft the first few times around. It translates the computer game's mechanics quite well, it's fun trying to build the right kind of units to counter your opponent's forces and stack your deck accordingly, there's a good amount of tension with the way the game forces you to confront each other early and often, plus it looks badass. On the other hand, I didn't like having to grind the game to a halt every 15 minutes to step through the end-of-turn procedures and stack your orders back up, and the end game is anti-climactic.

    Four of five plays later, I'm just on the negative side of indifferent towards it. I'd still give you the same list of pros and cons now, but what mildly annoyed me about it at first has overshadowed its better points for me. I just don't want to deal with all the procedural bullshit the game throws at me when the only part of the game that I'm really interested in is "What's he building over there, and with what should I hit it?" Obviously, my reviews after one play and after five would differ, but mostly in how much I emphasized either the good or bad bits. The main substance would be more or less the same, though.

    Quote:
    This is why I do things like I do them: 3 games minimum with different players, then aggregate and average their scores. It takes more than one game, and the average of a group is going to be better than just one guy, one play.

    Depends on the game. I wouldn't try reviewing a game like Starcraft after one play. There's obviously a lot more moving parts to the game than the majority of what I end up playing, and it's clear from the get-go that the game will play differently when players know what they're doing.

    On the other hand, I don't need to play fucking Castle Panic three times before I can review it. It takes all of three turns to figure out a successful strategy, and it's immediately obvious that it's going to be pretty much the same damn thing every damn time you play it, and all 20 or so subsequent plays have done is confirm that.

    I don't need to sink 20 hours into a game like Conquest of Nerath, either. I've played enough of these things that I could tell what the gameplay was all about as soon as I saw it set up on the table. As soon as I heard the words "Victory Points," I knew that I probably wasn't going to like it, that I probably was never going to like it, and I knew exactly why. Even if we play it again, ditch the lame VP-based objective, and I end up enjoying it more, it still does plenty of shit that I do not like games in that genre to do, and I still have a shelf full of similar games that don't do that shit.

    Ideally, yes, you play every game you review multiple times, with different groups, in different circumstances, and using different strategies. But this isn't an ideal world, and more often than not, it just isn't necessary. Besides, if you don't have enough experience with, and insight into, games in general that you can make a decent appraisal of how a game would probably work out if the number of players or strategies changed, you probably don't have any business reviewing games in the first place.

  • avatardragonstout

    Sounds like we agree more than you initially made it sound, mjl. I agree that for a lot of games, after one game you know what's good about it and what's bad about it. I recently played 7 Wonders, played it once, and I can tell you exactly what I don't like about it and never will like about it no matter how many times I play; Ascension: CotGS I knew pretty well that I didn't like after a couple plays as well. In the VP discussion we've been having on the forums, I discuss several telltale problems that can turn me off of a game pretty badly, which I can see just from reading the rules. But we agree, with e.g. Starcraft, that there are some games in which you can't do that. I've been playing Twilight Imperium every so often lately; it'll take several more plays before I can suss out if there are the serious structural problems with the game that I suspect there could be, because there's so much other cool stuff to distract you from the underlying structure.

    Summarized:

    Games that have obvious problems that make you not like them are one thing; those you don't need too many plays to review.

    The games that BEG for multiple plays to review are the games that you DO like on the first play. The ones that are clearly initially fun, but which REQUIRE depth and internal balance of choices to stay interesting past the discovery-of-fun-mechanics stage.

  • avatarSagrilarus

    This is a tempest in a very insular teapot. I don't understand why this is generating so much energy.

    Fundamentally you're talking about reviews on BGG, a free website where everyone writes for free and everyone is free to comment in any way they wish. You get what you pay for. BGG has actively resisted any sort of featured content for years.

    The pressure against more "professional" content (which usually means someone gets paid to produce it but let's set that aside) comes from the hoi polloi. They want to remain empowered. So be it. BGG takes all-comers. Go to web sites with crafted content and read authors that spend the time to produce material of a better quality. The problem magically disappears.

    Quit looking in a garbage can and acting surprised that there's garbage in it.

    S.

  • avatarsgosaric  - reply on the article.

    Damn, I must get to start doing some writting.
    I'm a critic/reviewer from the fields of contemporary theatre and contemporary dance.
    I'm a bit rare in my field because I haven't crossed over from traditional theatre, as is more common because it's easier to review. Contemporary art of whatever genre is harder to evaluate if you want to stick to you preconceived notion of the genre or medium. The reason is that contemporary art demands for an active viewer who invests into the work to get something our of it, the key here is that each art piece/work/show is made to be percieved in a certain way and asks for a certain kind of investment (so called "ideal reader" "Ideal viewer", I'd be interesting to figure out the "ideal gamer").

    Now coming from a relative interactive medium onto boardgames is like going from the pond to the ocean. I think the biggest challenge the boardgame medium presents to a would be reviewer is that the influence of the gaming group to the overall gaming experience is huge compared to other mediums. And it's been noticed a lot of times before, I for instance don't consider boardgames a hobby, but several hobbies with different audiences. And each gamer may be part of several audiences, depending of who they play the game with: if they play a game in their euro club with people who lack humour, if they play it with their beer drinking buddies who dig fantasy, or if they play it with their SO or their parents. Same game might be welcomed by one group and frowned by the other, also the same group might avoid one game to return to it several months or years later. Or you know "I didn't like the game until I played it with the right people". Sure a lot of these issues can be easily analysed: high chaos means suitable for groups with different skill levels, low interaction 2 player game is a common "spouse material" and so on. Sometimes though it will be hard to find these categories if you don't play with several different kinds of people on several different occasions. Result of this situation on reviewers is that they have their "opinion" and this is just, well not a review. All respect to Barnes, opinionated column is one genre, review is something else - the former is subjective and the latter is a dialectic form where writer tries to analyse and evaluate the piece in question (partly subjective, partly objective). If some writer want to perceive in this direction, think of writing a review which is neither recommendation for or again, neither positive or negative, but just that - analysis.

    I've recently been shocked by a certain video reviewer at TOS claiming that they don't care about opinions, that description comes first, because the opinion does not give you information whether you'd like the game, but description can to certain people (apparently, not me). So this is a sort of backlash form a problem I described above. It saddens me of course. (The reviews of this person are for me mostly shallow, but apparently intentionally so, shrug). Of course nobody ever said a good review is there to help you if you want to purchase the game. The best theatre reviews are mostly aimed at authors and specialised public (festival programmers, producers, other reviewers, academics) and have limited use to a general audience. So? It's a bit weird for me that texts that people write for free on their own initiative should care about what people expect from these texts or what is useful or popular, if you do for free you're also free to write it as good and interesting as you possibly can. Usually when I write theatre reviews I'm walking around my flat pondering for half an our before I write the next sentence.

    On top of my head I can think of two general direction into which one can take their review. One is as above described going into analysis of gaming experience (what does it feel to play this game) and figuring out the appropriate audience for a certain game. The second one (more common with eurogamers it seems) is analysis of the game mechanics by way of analysing possible strategies. Both can go into detail on what kind of choices is a player confronted with while playing. (Won't go into it now, but if I think of the meaning of meaningful choice I see three possible answers: A) a choice is meaningful because it brings one closer to victory, B) a choice is meaningful because it develops a narrative of the game or of a character in it, C) a choice is meaningful because it influences other people - either on the level of narrative or competition or just purely generates an effect (like when a character changes sex in TotAN)).

  • avatarsgosaric  - read the nohighscores texts as well

    I like The Function of Criticism better as a stand alone as I gives better overall presentation of the problem and goes into some for me important details, that the above article does not.

    This point in particular:

    "So if we’re not in the business of giving commercial advice, why are we here? One of the things that I enjoy about writing reviews is that the process of organising the text helps to get my own thoughts into a coherent, sensible order and perhaps more importantly to explore them more deeply and see where they lead. That seems very insular as a stated purpose for something that is intended for a wider audience, but perhaps reading a review serves the same function, to offer clarity to the jumble of concepts we all carry around in our heads as we think about and play games"

    plus the focus/analysis addition to it.

  • avatarMattDP

    I was hoping you'd join the discussion, sgosaric: I remember you've chimed in with your expertise in other relevant columns.

    So if you're saying that the sort of critical pieces you write are intended largely for a specialist audience and aren't especially interested in quality, do you think it's possible for a board game review (or any piece of genuine criticism) to offer both in-depth analysis *and* consumer opinion? If you read the thread on NHS you'll see one of the commenters came up with the idea of framing a piece of criticism - even art criticism - from the viewpoint of "User Experience". I really like that, because it seems to me to offer a staring place from which you can write a proper critical analysis while reminding yourself that it's for an external audience who may, or may not, end up "consuming" the piece in question. I'm going to try and use that to guide my next few reviews and see what happens.

    And I'd love to see you, with your unique experience, write a game review. Get fingers to keyboard and send it on in!

  • avatarsgosaric  - re:
    MattDP wrote:
    If you read the thread on NHS you'll see one of the commenters came up with the idea of framing a piece of criticism - even art criticism - from the viewpoint of "User Experience". I really like that, because it seems to me to offer a staring place from which you can write a proper critical analysis while reminding yourself that it's for an external audience who may, or may not, end up "consuming" the piece in question. I'm going to try and use that to guide my next few reviews and see what happens.

    Funny. That's what I do when writing about contemporary theatre. Essentially I understand a critic to be a voice of the audience. Here of course things get a bit fuzzy. For one thing, the more the medium allows for different kind of viewer/gamers input, the harder it is to speak for all audience. And the second thing, a critic is always informed audience. The way I write about theatre is analysing experience and try to show with what means does the performance enable and support such experience.

    When I say a review a critic is not aimed at "average audience" I just mean to say, that it doesn't give you a clear - buy/don't buy recommendation, mostly it avoids it.
    This comment from nohighscores is spot on:
    "Critics appraise the role of a work in a culture, in a time and place. They draw out elements that may be dormant for the layperson, and they evaluate the success (the spirit, the honesty, the virtue) of the work. Criticism is best read when the reader is already familiar with the subject of the critique."

    Going back to different kind of audience and hence very different experiences with a game. Maybe one way to do it, is just analysis your experience even if it's one of minority. Reader can then even figure out that they would enjoy the experience for the same reason reviewer dislikes it. Another way to do it is trying to do group reviews, I think some people have done this allready, of course the group playing togehter is also bound to favour a certain kind of experience and just won't enable/allow for some other kinds. Which reminded me on the third option. With art, you don't analysis what it is, but what it produces, what is the effect that it has. Or to put it in boardgames format - does the game work in a certain situation. In that case you're not making judgements of value (good game for this or that group), but of usability (works in these kinds of situation).

    As for my writting. I'm not feeling confident enough yet in two areas - one I don't play a lot of games (this recently changed as I joined an euro inclined gaming club, though we mostly don't play a game more than once). Frankly I can't see a game being played ten times for me to understand it better. Second one is, English is not my native language, for the way I wrtie in Slovene it can be quite complex (party because of length limit the newspapers give you, so you try to make the same point and analysis in shorter space). Anyhow, what I'm thinking about is maybe starting a blog at TOs and I think I can do it here as well, where I'd go from the perspective of theatre critic theory and try to implement some ideas in boardgaming.

  • avatarSuperflyTNT

    Uh, Matt...I think we're back at square 1.

    The reviews you see now, past the rules rewrites and compontent talk, is EXACTLY THAT. An "Experience" piece.

    Every single one of my reviews, for instance, tells you how the game felt, what it was like, and whether the Circus enjoyed it or not. And then we give a score that's directly proportionate to the other games we've played.

    And everyone does that, well, almost everyone.

    FWIW, I've given up on the long rules rewrites. Too much time, too much fact checking, and too many people have said it's not worth it. So, really what I'm aiming for and what almost everyone HAS been doing is precisely what you're supporting: The Experience reviews.

    But how do you do that, then add the "Critical Aspect" about how it impacts the genre, the industry...and still have it readable, timely (as in, not issued 2 years after the game was released) and relevant? And how does this do anything to meet Jesse's goal of writing artices that talk about things like the Halifax Hammer?

  • avatarsgosaric  - Re: SuperflyTNT

    Sure, but there's describing experience there's finding out which groups might like this experience and then there's this (from Matt's NoHighScoresArticle):

    "So it seems that a good way to answer the question of why we write and read reviews would be to look at what – if anything – makes a review distinct from a less focussed opinion piece. And I suspect that the answer is actually in the question: focus. By forcing the writer to concentrate on a specific piece of work and comment from their, it means that what could be an opinion piece is actually an analysis piece. Instead of offering airy-fairy thoughts, they have to anchor what they’re saying in reality, provide evidence and reasons for their opinions."

    As there's a progression in quality in any reviewer's development, from description, through opinion towards analysis and evaluation, the same can be said for writing from a perspective of gaming experience: there's describing it, having opinion on it and analysing it. Or another way to put it: be objective (description), subjective (opinion) or dialectic (analysis)

    I personally consider your pieces to have a good entertainment value; as reviews go, I consider them to be opinion pieces. You're focusing on what you like about the game and why your group liked the game (or not), which is mostly subjective the way you do it. If that's what you want out of your writing, there's nothing wrong with it, as the articles work fine as opinion pieces. Going into analysis is a different ballgame, however.

  • avatarSuperflyTNT

    Well, first, thanks for reading them and being entertained by them. That's my goal: getting my opinon out there and hopefully providing some entertaining.

    I'm not the analytical guy because the only thing that matters to me is if the game was fun or not. When you work the hours I do and have as little time after spending time with the kids...it's GOT to be entertaining. :P

  • avatarLegomancer

    There are two other things to take into account:

    1) Nerds pride themselves on not being interested in reviews. These are folks who happily announce that they never read movie reviews because "critics don't know what I like", "I want to see it for myself", "I'm not expecting too much anyway", "I don't want them to spoil anything", "I just want to turn my brain off" and so forth. This of course won't stop them from afterwards announcing how the movie in question was utter crap and it was two hours of their life they're not getting back and it raped their childhood or whatever. How often does a movie come out which just screams "this is pure garbage", which gets, like 13% on Rotten Tomatoes, and yet nerds will still go see it and still bitch afterwards that it wasn't any good, as though there were no way of knowing this? They do this because

    2) Nerds are completists. If I've seen every single super-hero film that a studio has excreted onto a screen then no matter what, I'm seeing the next one. Likewise, if Alea is releasing a game then by god it's going to sit on my shelf with all the other Alea games because I have a COLLECTION. Something new has come out and the pictures look nice and there's a contest and I'm going to get it for "the collection" and damn anyone who wants to try to stop me by pointing out that I already own it, spread across a few other games. And even if the game stinks on ice and never gets played, it doesn't matter because, as I keep harping on, simply filling up shelf space is considered a worthy achievement in board game/nerd circles (how many items in the average comics/games stores are designed to do nothing except sit on a shelf?)

    What I'm trying to say with both of these is that nerds -- and, by extension, boardgamers -- are driven by consumption. They live to purchase, and the only motivation they need to buy a thing is that thing simply existing (WANT! MUST HAVE!) Critical reviews serve no purpose to this audience. They just want to know what they're eventually going to buy anyway.

  • avatardragonstout  - re: re:
    sgosaric wrote:
    This comment from nohighscores is spot on:
    "Critics appraise the role of a work in a culture, in a time and place. They draw out elements that may be dormant for the layperson, and they evaluate the success (the spirit, the honesty, the virtue) of the work. Criticism is best read when the reader is already familiar with the subject of the critique."

    Agreed with most everything you're saying, sgosaric. The movie and comic reviews I seek out the most are those of movies/comics I've already read, and it's not to "validate my purchase decision", as some suggest, but to get another perspective on what I've seen/read; it's like having an extra, very intelligent and knowledgeable person to discuss the work with.

    Now, I don't really read music reviews much, as I don't get a lot out of them beyond a historical context. My reaction to music is too personal; while it's true that sometimes someone's observation can help me hear the music in a different way and appreciate it differently, I find that's fairly rare. I think games are kind of the same way: there have definitely been times when an analysis of a game has helped me to see the structure of the game in a different way and become a convert to either liking the game or the game being "ruined" (I don't see this as a bad thing), but it's also fairly rare. Nonetheless, it's what I'd like to see more of; but as I said earlier, it's hard to convince someone to put in the effort to write something that meaningful without getting paid.

  • avatarSuperflyTNT

    I think really what this whole thing comes down to is that Jesse is a "Game Boffin" (TM) in the way that "Grognards" are "War Boffins"(TM). 90% of people will not appreciate the time and effort put into analyzing the merits of a game's impact or some other critical analysis, but the 10% of Game Boffins will absolutely roar (or whatever boffins do....chortle maybe?) about it.

    And it will have done what Jesse and Matt are setting out to do: raise the bar.

  • avatarShellhead

    A great review of anything will be one that tells me enough about the thing that I can make a good guess if I will like it or not, even if the reviewer and I have very different tastes or interests. An unboxing and a rules summary is unlikely to give me that kind of information, because that fails to address how the game actually plays out. A smart reviewer should be able to identify certain types of players who will particularly enjoy or not enjoy a given game, and explain why.

  • avatarLegomancer

    I'll also say that I prefer reading negative reviews to positive ones because negative ones are usually more specific in their complaints than positive ones are in their praise. "Another triumph for Stefan Feld!" doesn't tell me anything, whereas "Another tired cubes-to-points exercise" does.

  • avatarSan Il Defanso  - re:
    Legomancer wrote:
    I'll also say that I prefer reading negative reviews to positive ones because negative ones are usually more specific in their complaints than positive ones are in their praise. "Another triumph for Stefan Feld!" doesn't tell me anything, whereas "Another tired cubes-to-points exercise" does.

    I don't know about anyone else, but that says zero to me. All they explain is how the reviewer feels about the specific designer/genre. So many negative reviews on BGG in particular are "at first blush" pieces that lack any sort of informed knowledge of the game. Dividing reviews into "positive" and "negative" anyway is a false dichotomy. Good criticism, positive or negative, will give you an idea of what kind of game it is.

    We're talking about what specific things need to be done to make a good review, but it's not nearly that simple. Writing a review is like nailing jello to the wall sometimes. We fall into patterns, but there is so much tied up personally into writing that merits of an individual writer are only obvious over several reviews. The best reviewers (Barnes, Thrower, Pete, Drake, Brian Bankler, Chris Ferrel, Bruno Faidutti, etc.) radiate personality through their writing. That's way more useful than just "opinions." Any goon can write an opinion. Only the best can make them understandable to someone who doesn't share it.

  • avatarSuperflyTNT

    Or, more accurately, anyone can write an opinion, but it takes skill to make anyone want to hear it.

  • avatarInfinityMax

    Does it count if I just want to write jokes about games and boobs? Can I still call that a review?

    I hope so, because that's mostly what I do. Although sometimes I use dick jokes instead. Once I managed to work a half-dozen euphemisms for masturbation into a game review. It was a shitty review, but seriously, do you have any idea how hard it is to put six references to self-love in a seven-paragraph review? Pretty hard, let me tell you.

    Heh. I said 'hard.'

  • avatarDeath and Taxis  - re:
    InfinityMax wrote:
    Does it count if I just want to write jokes about games and boobs? Can I still call that a review?


    It's not a review. It's an art.

  • avatarmjl1783
    Quote:
    It was a shitty review, but seriously, do you have any idea how hard it is to put six references to self-love in a seven-paragraph review? Pretty hard, let me tell you.

    I don't know, I just performed six iterations of self-love in the time it took me to read your post, so it can't be that hard.

    I might now be lying, you know.

  • avatarldsdbomber

    I liked Petes comment that ended with the hatemail bit, I mean, the whole post, I just didnt want to continue quote bombing huge blocks of text.

    I also think Sagrilus garbage comment was excellent, if a bit harsh (I think there IS a lot of good stuff on BGG, despite it being freely contributed by amateurs), I totally get the underlying point though, and I think it's true that within our niche, there's only a very small sub niche that want anything more than "yay go and buy this, your 150th game this month" its great! I don't even mean that to be disparaging really. Different strokes for different folks, they're the target audience, not the other lot, no matter how much we'd like to think, we can all try and do our bit to put out quality stuff but it's just a drop in the ocean really

  • bigmop  - Speilbox Magazine

    I think speilbox magazine does a great job of providing reviews in the way you've outlined. Especially the last few issues as the translation from German has gotten much better. Those guys sure do rate HARD. I've never seen so many 5 and 6's in my life and the elusive 10 is a very very rare thing. Highly recommend it...

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